Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mindless

Pages: [1] 2 3 ... 6
1
Bugs / Re: [1.0.1.20] Electrokinesis jump to target crashes the game
« on: January 24, 2018, 12:09:49 PM »
That's weird, though. I don't use any weight info in those calculations. Does this hack modify any other numbers as well?
Epeli told me that I used dangerous version of "infinite weight" hack, with new version I have no troubles with Electrokinesis.


Old Script:
Code: [Select]
[ENABLE]
//aobscan(aob_weightless,DD 58 44 8B 88 84 00 00 00 ?? ?? FF)
aobscan(aob_weightless,DD 58 44 8B 88 88 00 00 00 ?? ?? FF)
aobscan(aob_lift,DD 47 44 DD 5A 04 8B DA B9)
registersymbol(aob_weightless)
registersymbol(aob_lift)
alloc(noweight1,1024)
label(noweight2)
label(returnhere)
label(returnhere2)
alloc(inv,4)
alloc(wh2,4)

inv:
dd 1

wh2:
dd 1


noweight1:
fild qword ptr [inv]
fstp qword ptr [eax+44]
fld qword ptr [eax+44]
// Original
fstp qword ptr [eax+44]
mov ecx,[eax+00000088]
jmp returnhere


noweight2:
fild qword ptr [wh2]
fstp qword ptr [edi+44]
// Original
fld qword ptr [edi+44]
fstp qword ptr [edx+04]
jmp returnhere2


aob_weightless:
jmp noweight1
nop
nop
nop
nop
returnhere:

aob_lift:
jmp noweight2
nop
returnhere2:
 
 
[DISABLE]
aob_weightless:
db DD 58 44 8B 88 88 00 00 00
aob_lift:
db DD 47 44 DD 5A 04
unregistersymbol(aob_weightless)
unregistersymbol(aob_lift)
dealloc(inv)
dealloc(wh2)
dealloc(noweight1)
//fstp qword ptr [eax+44]
//mov ecx,[eax+00000084]
//Alt: db DD 58 44 8B 88 84 00 00 00 -- ?? ?? FF
//
//fld qword ptr [edi+44]
//fstp qword ptr [edx+04]
//Alt: db DD 47 44 DD 5A 04 - 8B DA B9

New Script:
Code: [Select]
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

aobscan(__injectCarryWeight,F2 0F 10 40 44 F2 0F 2C C0) // should be unique

label(injectCarryWeight)
registersymbol(injectCarryWeight)

__injectCarryWeight:
injectCarryWeight:
db 90 90 90 90 90


[DISABLE]
//code from here till the end of the code will be used to disable the cheat
injectCarryWeight:
  db F2 0F 10 40 44
unregistersymbol(injectCarryWeight)


{
// ORIGINAL CODE - INJECTION POINT: 0A124A6B

0A124A47: E8 14 A4 C3 54        -  call mscorlib.ni.dll+30EE60
0A124A4C: 85 C0                 -  test eax,eax
0A124A4E: 75 D6                 -  jne 0A124A26
0A124A50: C7 45 E8 00 00 00 00  -  mov [ebp-18],00000000
0A124A57: C7 45 EC FC 00 00 00  -  mov [ebp-14],000000FC
0A124A5E: 68 87 4A 12 0A        -  push 0A124A87
0A124A63: EB 00                 -  jmp 0A124A65
0A124A65: 58                    -  pop eax
0A124A66: FF E0                 -  jmp eax
0A124A68: 8B 45 C0              -  mov eax,[ebp-40]
// ---------- INJECTING HERE ----------
0A124A6B: F2 0F 10 40 44        -  movsd xmm0,[eax+44]
// ---------- DONE INJECTING  ----------
0A124A70: F2 0F 2C C0           -  cvttsd2si eax,xmm0
0A124A74: 89 45 BC              -  mov [ebp-44],eax
0A124A77: DB 45 BC              -  fild dword ptr [ebp-44]
0A124A7A: 8B 45 C0              -  mov eax,[ebp-40]
0A124A7D: DD 58 44              -  fstp qword ptr [eax+44]
0A124A80: 8D 65 F8              -  lea esp,[ebp-08]
0A124A83: 5E                    -  pop esi
0A124A84: 5F                    -  pop edi
0A124A85: 5D                    -  pop ebp
0A124A86: C3                    -  ret
}

P.S. Btw, We need spoiler tag =]

2
Bugs / [1.0.3.20] Wounded Man random encounter bug
« on: January 19, 2018, 08:15:12 AM »
Wounded Man doesn't respond correctly in dialogue after healing him. So talked to him three times and he died with _full health_. Encountered this bug in my several runs.
And another thing - encounter will fade away completely(with Wounded Man, Lurker body, etc) if you revisit area several times even if you talked to Wounded Man.

3
Bugs / Re: [1.0.1.20] Electrokinesis jump to target crashes the game
« on: January 16, 2018, 07:27:22 PM »
Can you upload your save for me to check out?
Okay, I got it - It's clearly CE Unlimited Weight hack problem(even without items), tried with/without it on Lunatics, but here is my save anyway.
https://www.dropbox.com/s/7bwsc4hc4pa6d18/StygSave.7z?dl=0


4
Bugs / Re: [1.0.1.20] Electrokinesis jump to target crashes the game
« on: January 15, 2018, 06:57:04 PM »
In English: Value was either too large or too small for an Int32.


5
Bugs / Re: Electrokinetic Imprint targeting routine
« on: January 15, 2018, 12:59:41 PM »
Still the same. 1.0.3.20 version.

6
General / Re: Post your experiences with the new Dominating difficulty!
« on: January 14, 2018, 07:43:22 PM »
Interesting. 9 con for Survival Instincts? Or you meant perception?
Yeah, for Survival Instincts and Last Stand., It's 50-65% critical build. You don't need grenades/trap for full psi, It's self-sufficient.

7
General / Re: Post your experiences with the new Dominating difficulty!
« on: January 14, 2018, 04:31:20 PM »
Guys did you have any luck with pure PSI build? Are traps and greandes really mandatory for DOMINATING?
Currently playing with full psi build(20 lvl Core City, oddity), will create some topic later after I will clear DC and last boss. No grenades, caltrops, traps. 3/3/6/9/10/6. Recorded videos with almost all "trouble points" - Newton, Rathound King, Foundry Beast, Arena, mb something else.

8
Bugs / [1.0.1.20] Electrokinesis jump to target crashes the game
« on: January 11, 2018, 07:46:45 AM »
Still having this bug, so I stopped to use Electrokinesis... This bug is not triggered when targeting 2 auto-turrets, only living targets. Can't say for sure what condition, but usually encountered this bug when figthing several lurkers.

9
General / Re: No-crafting exploration build?
« on: January 09, 2018, 08:49:27 AM »
That's level 18 at least. You'll encounter robots long before that.
Yup, It will be just harder. That's all, but you won't totally suck like some psi or knife builds.
Also without crafting you don't get mk3 bolts, mostly mk1 with couple of mk2 from higher level shops. Same with acid traps.
You can actually buy MK3 Shock bolts in _several_ shops.
Overall, i would not recommend playing crossbow build without crafting. It's one of the most crafting dependent weapon after all. I'm not even sure it's possible to even finish the game with non-crafting crossbow build.
Completely agree with you, you need high electronics for shock bolts, googles, Cloaking Device and Shield. High Mechanics for your best friend - Crossbow(there is only one unique crossbow and it's pretty mediocre); High Tailoring for nice infused tabi+armor and medium chemistry for chemical bolts crafting.

10
General / Re: Death Stalkers are a bit unfun
« on: January 09, 2018, 08:00:21 AM »
What's frustrating about them is that even at level ~18, with maxed dodge, Nimble and wearing Tabi boots I can't seem to dodge their initial sting, at all.
Buff from Stealth Mode "When attacking in melee from stealth, target's dodge rating will be ignored if it hasn't detected you yet".
What's worse, on my other character with 12 PER I don't even begin to spot them (not even the non-targetable shadow outline) before I get attacked.
Detection Googles really helps here.

11
General / Re: No-crafting exploration build?
« on: January 09, 2018, 07:55:47 AM »
Crossbows have a hard time with robots; you're basically stuck with shock bolts and EMP grenades. 
Deadly Snares + Elemental Bolts + Critical Power + Acid Blob Trap + Shock Bolt MK3. 1-Shot all Robots, Industrial need 2-3 shots.

12
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 22, 2017, 01:39:18 PM »
I'm not so sure about practical physicist versus high technicalites. If i take 8 int (which is also good for a lot of bonus skill points), thats +24 % base damage, which seems betters than +25% critical damage bonus (62.5 with critical power) if you get more than  ~160 critical damage bonus (i didn't do the maths properly). Both would be even better of course :)
HT is much better than PP. The latter is better only if you have Crit Power, don't use Amplifiers on your guns and have 65% or more chance to crit.
Now when you said this, mb you are right. When I have played with my hybrid build I don't bother to look in this matter.
For example, we have 100% damage and 500% critical damage, so with PP we will have 562.5% final damage on crit(1.0*(500,0%+62,5%)).
With HT and even 7 INT we will have 580% final damage on crit(1.0*1.16*500%). Ofc if my calculations are right.

13
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 22, 2017, 12:18:47 PM »
I'm not so sure about practical physicist versus high technicalites. If i take 8 int (which is also good for a lot of bonus skill points), thats +24 % base damage, which seems betters than +25% critical damage bonus (62.5 with critical power) if you get more than  ~160 critical damage bonus (i didn't do the maths properly). Both would be even better of course :)
But I had 7 INT and my primary attacks with energy weapon were "Aimed Shots" or buffed shots with Focus Stims and even with 8 INT 62.5% > 24% from my point of view, especially devastating with Electroshock pistol.
Mb I would shuffle Sure Step for It. But Sure Step was useful so I don't know =(
Also can i ask what was you final set of armor ?
I hadn't invested in tailoring(only 10 for grenades) so I had 2 sets of armor: Biohazard Suit+Boots(very useful in DC, obviously, even with such severe penalties) and... Rathound Regalia+Ninja Tabi Boots, cuz it's best "stealth" armor in my case(no tailoring, no Nimble feat), no guns/crossbows users in DC(which can oneshot you) and most enemies can be skipped; all available heavy armors(Metal/Riot) just lol for DC.

P.S. Also in DC I have found 160 quality Laser Emitter and mb it's static.

14
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 22, 2017, 09:32:06 AM »
opportunist
pack rathound (feels mandatory considering how much bear traps and mines i'm using, and i don't use cheat engine)
aimed shot
quick tinkering (mandatory for my build)
grenadier (extremely useful for frags and incendiaries)
cooked shot (super good with the buff to chemical pistols)
mad chemist
execute
ambush (not sure it's a wise choice so far, but i like the idea, and it pairs well with incendiaries)

I'm hesitating a lot for the last 5 feats, i'm currently considering :

- three pointer, point shot, sharpshooter, critical power and fatal throw ;

or

- sharpshooter, critical power, high technicalities (with +1 int at lvl 16), pratical physicist and point shot or power management : so it'd be a hybrid chemical/laser pistol build, which seems fun considering that setting ennemies on fire with incendiary pistol can help triggering ambush.
I was able to complete the game with hybrid chemical/energy pistol build. But my stats distribution was a bit different - 3/8/6/3/10/3/7.
My feat choices were:
The same: Aimed Shot(6 PER), Cooked Shot(5 DEX), Mad Chemist(7 INT), Quick Tinkering(7 DEX), Grenadier(6 DEX), Opportunist, Execute.
Sharpshooter(10 PER), Kneecap Shot(7 PER) - Considered this option too, but Execute won this battle =]

Paranoia <- good Initiative boost and Crawlers/Lunatic stealthed Psionics are bad.
Sure Step(5 AGI) - I know this is lol, but acid pistol was my primary weapon + helped a bit in Depot A
Sprint(6 AGI) <- Important for my fragile char and cornersniping and the main reason for 6 AGI.
Power Management(7 INT) <- Important for Energy Shield Emitter(my only layer of defence)
Practical Physicist(7 INT) - If you want to take Critical Power, you need this.
Critical Power - Killing Easy/Medium enemies with 1shot from Laser/Electroshock Pistol.
Three-Pointer(7 DEX) - with critical hit from Frag Grenade V can kill a pack of easy/medium enemies.

Skipped:
High-Technicalities(5 INT) <- I don' know, mb It's worth a shot... For my hybrid build with 7 INT It wasn't so important.
Ambush(6 PER) <- Too situational + I usually use Night Vision so I even can't see the illuminated/non-illuminated tiles.
Escape Artist(7 DEX) -  This is good, but sadly, I didn't had 30 dodge =(

15
Guys I need a confirmation here: Does creeping dread/Eye of Tchort debuff seems to stack faster on dominating difficulty for you?
Faster from my observations or mb Styg changed debuff rate on all difficulties.

Pages: [1] 2 3 ... 6